Music based video game with components

ABSTRACT

A video game includes a plurality of components providing for opportunities for increased social interaction of users playing the video game. The video game may be a music-based video game, and a server may provide content of the video game to game devices for play at predefined times.

BACKGROUND OF THE INVENTION

The present invention relates to video games, and more particularly tovideo games with streamed collective components.

Video games provide fun and enjoyment for many. Video games allow gameplayers to participate in a variety of simulated activities. Video gamesallow game players to perform roles and experience activities that thegame players may not be able or desire to experience directly, whetherdue to cost, danger, or equipment concerns, or simply due to a role oractivity being a fantasy, at least for a particular game player.

In many cases, playing of video games can be a solitary experience, withfor example a single game player playing a video game, on their own,engaged with rendered graphics, which perhaps are meant to simulate areal world experience. In some cases, multi-player video game play maybe possible, either at a single location or in a networked manner. Bothallow for a degree of interaction between game players, but in bothcases there may be obstacles or delays in entering into game play. Forsingle location multi-player game play there needs to be multiple gameplayers at the location, and interaction may be limited to those gameplayers. For networked multi-player game play, a game player may need togo through some matchmaking process to be matched with other players,have to wait in a game lobby, etc.

Game players may also tend towards playing a particular single game playpattern of a particular game, perhaps repeatedly, and perhaps to theexclusion of other game play patterns, which may broaden experiences ofthe game player. A game player may in fact prefer play of a particulargame play pattern over all others. In some cases, however, the gameplayer may merely not know of the opportunities presented by other gameplay patterns. Those game play patterns may be ones that other gameplayers have already explored and appreciated, and that the game playerwould also enjoy, if only the game play pattern could be properlyintroduced to the game player.

BRIEF SUMMARY OF THE INVENTION

Aspects of the invention relate to video games. One aspect of theinvention provides a method for providing for video game play,comprising: determining a time period for play of video game content;receiving requests from a plurality of game devices for the video gamecontent, for play during the time period; and transmitting the videogame content to the plurality of game devices, for play during the timeperiod.

These and other aspects of the invention are more fully comprehendedupon review of this disclosure.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 is a block diagram of a system in accordance with aspects of theinvention.

FIG. 2 shows a game device in accordance with aspects of the invention.

FIG. 3 is a flowchart of a process for providing game play content inaccordance with aspects of the invention.

FIG. 4 is a flowchart of an example process for providing game play inaccordance with aspects of the invention.

FIG. 5 is a flowchart of a process for providing a program includingadvertisements in accordance with aspects of the invention.

FIG. 6 is a flowchart of a process for modifying user successrequirements during video game play in accordance with aspects of theinvention.

FIG. 7 is a flowchart of a process for determining user successcontinuity during video game play in accordance with aspects of theinvention.

FIG. 8 is a flowchart of a process for generating filtered user rankingsduring video game play of a program.

FIG. 9 is a flowchart of a process for generating location informationregarding users participating in video game play of a program.

FIG. 10 illustrates a sample display for location information regardingusers participating in video game play of a program.

FIG. 11 is a flowchart of a process for posting messages and informationrelating to users participating in video game play of a program.

FIG. 12 is a flowchart of a process for providing a user-generated videogame program.

DETAILED DESCRIPTION

FIG. 1 is a block diagram of a system in accordance with aspects of theinvention. In FIG. 1, a server 111 transmits video game content over anetwork 113 to a plurality of game devices 115 a-n, to allow for videogame play by users using the game devices. In most embodiments, the gamedevices transmit a request over the network to the server for the videogame content, and in some embodiments, the game devices also transmitinformation relating to the users and/or game play.

In some embodiments, the server may include multiple servers. Forexample, in some embodiments, the server 111 may be effectivelyimplemented using a plurality of servers forming a content distributionnetwork, and in some embodiments, an origin server may store the contentand replicate or cache the content on one or more content deliverynetwork's content servers. Further, in some embodiments, content may bereplicated on some or all of game devices 115 a-nand distributed usingpeer-to-peer technologies and/or protocols, and in some embodiments, ahybrid model utilizing both content servers and peer-to-peertechnologies may be utilized.

The game devices may be one or more of various computing devicessuitable for playing video games. In some embodiments, a game device maybe a traditional video game console such as a Microsoft Xbox, SonyPlayStation, Nintendo Wii, or similar device. In other embodiments, agame device instead or in addition may be a personal computer runningany of a variety of known operating systems (e.g., Microsoft Windows,Mac OS, UNIX, Linux, etc.). In some embodiments, a game device may be ahandheld or portable device capable of playing video games, such as amobile PC, laptop, tablet, mobile gaming device, smart phone, or mobilephone. The handheld or portable device may include similar or internalcircuitry to the game consoles and/or personal computer (e.g. one ormore processors and interface circuitry), as well as, for example, oneor more displays, which may be a built-in display or a projecteddisplay, and various different user input controllers.

In some embodiments, the video game is a music-based video game. In suchembodiments, the video game content may comprise audio information of asong, visual information for display during play of the song, and songinstructive cue information for providing instructions to a user formanipulation of a game controller or other input device. In someembodiments, the video game content may include such information for aplurality of songs, with the songs presented for play in a serialfashion. In some embodiments, the songs are for play during a predefinedtime period, for example a particular half hour or hour period, withpresentation of the songs for play perhaps interspersed byadvertisements, or in some embodiments, with advertisements displayedsimultaneously with the presentation of the songs (e.g., theadvertisements displayed in a portion of the display during presentationof a particular song). In some such embodiments, the song informationmay be transmitted from the server in a streaming fashion during thetime period, and in other such embodiments, the song information may betransmitted before or before and during the time period, such that allor a significant portion of the song information is provided to gamedevices prior to beginning of the time period.

In some embodiments, a series of songs presented for play during a timeperiod may be considered a program, and the server may make a pluralityof different programs available during the same period, with for examplethe different programs each being considered as being presented on adifferent channel. In some embodiments, a program may comprise songsthat are related in some manner, for example by genre, artist, timeperiod, popularity, inclusion on a particular ranking or chart (top 40,Billboard, etc.), or some other manner. A game device, operated by auser, generally may request transmission of any program of a pluralityof programs from any of a plurality of channels.

In some embodiments, users may purchase or otherwise earn the ability toconsume all or a subset of the available video game content. Inmusic-based video game embodiments, the user may be able to purchase orearn, for example, the ability to play certain songs and/or programs.The video game content may be purchased using real or virtualcurrencies. For example, in addition or in the alternative to allowingthe user to use real currency to purchase video game content, access tothe video game content may be earned as the user progresses through thevideo game (e.g., access may be a purchased through gained experience,earned virtual currency, and/or as a function of the user's level orprogress through the game).

In some embodiments, the user may purchase or earn the ability to accessall or some subset of the available video game content. In someembodiments, the access may be for a limited duration (e.g., a certainnumber of days, weeks, months, etc.). In some embodiments, for examplein embodiments in which video game content is generally transmitted atpredetermined times, the user may purchase or earn the ability to accessall or a subset of the video game content during times periods outsidescheduled transmission times. In some embodiments, the user may purchaseor earn the ability to permanently access video game content. In thecontext of a music-based video game, the user may purchase a song and/orprogram for permanent inclusion in the user's song and/or programlibrary.

In some embodiments, the purchased access may be related to someparticular subset of video game content. In the context of a music-basedvideo game, for example, the user may purchase access to songs and/orprograms relating to one or more genres of music, artists, time periods,top 40 songs or other music rankings, venues, music festivals, etc.

In some embodiments, access is purchased using an on-screen interface,for example with the user selecting and/or entering information using aninput device, with the game device transmitting information relating tothe purchase to the server.

In some embodiments, the server may transmit advertisements in additionto video game content. Advertisements transmitted by the server mayinterrupt presentation of the video game content. In the example of amusic-based video game, an advertisement may interrupt the presentationof a song and/or program, be displayed simultaneously with thepresentation of a song and/or program, and/or be interspersed betweenpresentation of songs and/or programs. In some such embodiments, some orall of the advertisements may include music of the song being playedprior to commencement of the advertisement or alternatively music of asong particular to the advertisement, and the server may also transmitinstructive cue information related to music in the advertisement. Insome embodiments, a user may elect to continue play of the song beingplayed prior to commencement of the advertisement, or select to insteadplay music of the song particular to the advertisement.

In some embodiments, songs transmitted by the server during a particulartime period of a program may be based on a list of songs received by theserver from one of the game devices. For example, a user, using the gamedevice, may provide a list of songs for presentation during a particulartime period (e.g., a user-generated program), with the server latertransmitting those songs, for play during that time period. In someembodiments, the user may only be allowed to provide the list of songsif the user meets some predefined criteria, for example reaching certainvideo play goals or making a particular payment. For example, in someembodiments, the user may only be allowed provide the list of songs ifthe user has purchased each of the songs in the list. Additionally oralternatively, the user may only be allowed to provide the list of songsif the user has purchased the ability to provide the list of songs. Insome embodiments, the user may determine the number and/or identity ofother users that may view his or her user-generated program, and providethat information, for example using the game device, to the server. Forexample, the user creating the program may specify that only the user'sfriends may view the user-generated program. Additionally oralternatively, the server may require a particular payment from the userto allow other users to view his or her broadcast (e.g., specificpayments for x, y, z number of viewers).

In some embodiments, the server provides to a user a guide comprisingscheduling information relating to programs, songs, and/or other videogame content. In some embodiments, the server allows a user to viewand/or access all or a subset of available video game content. In someembodiments, the server provides a virtual storefront from which a usermay view and/or purchase virtual goods, programs, songs, and/or othervideo game content. In some embodiments, the server makes certainvirtual goods, programs, songs, and/or other video game content onlyavailable to a subset of users, for example those that have obtained acertain achievement, reached a certain experience level, played acertain amount of hours, purchased certain goods and/or virtualcurrency, etc. In some embodiments, the server awards bonuses to userswho log into the system (e.g., a daily, weekly, or monthly bonus).

FIG. 12 is a flowchart of a process for providing a user-generated videogame program in a music-based video game in accordance with aspects ofthe invention. In some embodiments, the process is performed by aserver, for example the server as discussed with respect to FIG. 1.

In block 1211, the process receives a list of songs. In someembodiments, the list of songs is generated by a user. In someembodiments, the list of songs is received, over a network, from a gamedevice, and/or, in some embodiments, from some other computer device ofor associated with the user. In some embodiments, songs on the list ofsongs are limited to selections available from a predetermined set ofsongs. The predetermined set of songs may be stored on or determined bythe server, for example, and the server may transmit informationidentifying the predetermined set of songs which may be selected to theuser's game device or other computer device. Further, in someembodiments the list of songs in addition or instead is constrained suchthat total play time of songs on the list of songs do not exceed apredetermined maximum amount of time.

In block 1213, the process processes the list of songs to create a videogame program. In some embodiments, the video game program includes aseries of songs for play, with the songs for play including audio of thesong, video associated with the song, and instructive cues associatedwith the song. In some embodiments, the list of songs is an orderedsequential list of songs, and the process queues, or effectively queues,music-based video game content incorporating the songs for transmission.In some embodiments, the process additionally determines advertisementsto be included for transmission with the songs for play, and/or betweentransmission of the songs for play.

In block 1215, the process determines if the video game program is readyfor transmission to game devices. In some embodiments, the video gameprogram is ready for transmission to game devices when a predeterminedtime is reached. The predetermined time may be, for example, a scheduledtime, for example a time requested or scheduled by the user, orotherwise scheduled. In addition or instead, in some embodiments thevideo game program is ready for transmission to game devices afterreceipt of payment from the user.

In block 1217, the process transmits the video game program to gamedevices. In some embodiments, the process transmits the video gameprogram to predetermined game devices, which may be game devicesassociated with predetermined users. In some embodiments, the processtransmits the video game program to game devices from which a requestfor the video game program was received. In some embodiments, theprocess transmits the video game program to only a predetermined numberof game devices.

The process thereafter returns.

In embodiments relating to user-created programs, the user may beprovided with information relating to the consumption of his or herprogram. For example, the server may provide the user, by way ofproviding information to the game device, with usage statistics relatingto his or her program, scores or other indicators of performancerelating to his or her program, comments or messages relating to his orher program, etc. In some embodiments, usage statistics for user-createdprograms may be collected, for example by the server, and published toone or more users of the video game. For example, the user-createdprograms with the most plays or most positive comments may be publishedin a leaderboard. As another example, user-created programs may becategorized and searchable based on content (e.g., genre, time period,artist, venue, etc.), game type, user, etc. In some embodiments, usersmay be awarded bonuses or other in-game benefits based on theconsumption of his or her program. For example, users with programsgenerating more than a certain threshold of views or plays may beawarded with additional in-game items and/or virtual currency.

In various embodiments, the server also transmits information regardinggame players participating in game play for a given program (whetheruser-created or not). For example, in various embodiments the serverreceives from the game devices information regarding users participatingin game play, such as a user identifier, an indication of user game playperformance, user location, and/or other information. In some suchembodiments, the server may generate information indicating relativeuser performance during game play and/or general user locations. Forexample, the server may generate a ranking of game players participatingin game play of a program and/or of past game player performances. Insome embodiments, the ranking may be filtered for particular gamedevices to show only particular previously identified users, for exampleother users on a friends list of a particular user. Also for example,the server may generate a presentation, for example a map, indicatinggeneral locations of users participating in game play of a program. Thepresentation may indicate the locations and numbers of participatingusers in various regions, for example by state, country, or geographicregion. In some embodiments, the indication of a user's game playperformance may comprise information sufficient to reproduce the user'sperformance on another user's game device. In such embodiments, one usermay view and/or compete against another user's performance.

FIG. 2 shows a game device in accordance with aspects of the invention.The game device of FIG. 2 includes a video game console 201, a display203, and a controller 205. The video game console includes internalcircuitry that allows the console to run a video game by executingvarious program instructions related to proper execution of the videogame. The video game console typically includes one or more processors,memory, and various interface circuitries, for example interfacecircuitry for coupling to a network.

Instructions providing for operation during game play are generallystored on removable media, for example, an optical disk. Accordingly,the game console may include an optical drive, for example, a DVD-ROM,CD-ROM, Blu-ray drive, or similar device, for reading the instructionsfor operating during game play. In some embodiments, the removable mediamay be a flash memory data storage device. In other embodiments, theinstructions providing for operation during game play may be stored in aremote server that is accessed over one or more networks. In yet otherembodiments, the instructions providing for operation during game playmay be stored on the local memory of the video game console.

The video game console of FIG. 2 is coupled to the controller by awireless connection 227. In many embodiments, the controller and videogame console may be coupled by a wired connection. In addition, thecontroller illustrated in FIG. 2 is in the shape of a guitar. In variousembodiments, other controllers may instead or additionally be used,including generic controllers, microphones, drums, drumsticks,keyboards, DJ turntables, dance pads or mats, other guitar-shapedcontrollers, or controllers in the general form of other musicalinstruments.

As mentioned, in FIG. 2, the game controller 205 is in the form of aguitar-shaped controller 205. In some such embodiments, the controller205 comprises a body 213 and neck 215. Controller 205 may furthercomprise various input buttons that permit the user to interact with thevideo game console, such as strum bar 221, whammy bar 223, fret buttons217, neck input 219, and controller buttons 225.

In some embodiments, controller 205 may also comprise one or more motionsensing devices, which determine the motion of the controller and/oruser, and allow the user to interact with the video game console usingphysical movements. Motion sensing devices may include, for example, oneor more gyroscopes, accelerometers, altimeters, geomagnetic sensors,magnetometers, optical or infrared projectors and transceivers,depth-sensing cameras, global positioning systems, thermal imagingsystems, or any other similar device that generates signals provided tothe video game console from which the video game console can determinemotion of the controller and/or user. In some embodiments, the motionsensing device may be worn by the user. As used herein, the term“motion” is used broadly to encompass motion, position, posture,orientation, and location. Examples of systems incorporating exemplarymotion sensing devices include the Nintendo Wii and Wii U, SonyPlayStation Move, and Microsoft Kinect platforms.

The video game console is in communication with a display unit 203,generally through an audio-video cable or similar wired connection,although a wireless connection may be used in some embodiments. Displayunit 203 is generally some television or monitor. In many embodiments,the display unit 203 is a liquid crystal display (LCD), light-emittingdiode (LED) display, or some other flat-panel display. In someembodiments, the display unit 203 is integrated with the video gameconsole. The display unit generally comprises a display screen 231 andat least one audio output device, such as a speaker 233. In theembodiment of FIG. 2, the display screen shows a screen shot of videogame play in a music-based video game.

In the particular screenshot of FIG. 2, the display includes a pluralityof instructive cues 241. The instructive cues generally scroll acrossportions of the screen towards and into a predefined area of the screen,such as the NOW area 243. Although the screenshot of FIG. 2 shows theinstructive cues scrolling in a substantially vertical direction, theinstructive cues may scroll in any direction or along an arbitrary path.The display also shows a game scene, in this case a music concert scene,viewed from the viewpoint of an in-game performer representative of thegame player. The music concert scene may be considered a scene of amusic concert game world, with the game world including a crowd ofpeople providing an audience for a musical performance. The viewpoint ofthe in-game performer may be considered a point of view in the gameworld, to be used in determining the game scene to be displayed (i.e., afirst-person viewpoint). In some embodiments, the display may show oneor more video game characters as in-game performers representative ofone or more game players (i.e., a third-person viewpoint).

During video game play, a user is to depress or have depressed variousbuttons and/or utilize a strum bar or other user manipulable inputdevice of the controller responsive to the instructive cues, generallywhen the instructive cues reach a predefined area of the display such asthe NOW area 243. In most embodiments, the video game console evaluatesthe user's performance based on the extent of the user's compliance withthe operations commanded by the instructive cues. In addition, the videogame console generally commands presentation of audio during video gameplay. In most embodiments, audio of a musical selection is provided ifthe user complies with the instructive cues, and silence, which in someembodiments, may be a lack of audio of part of the musical selection, ora sound associated with a missed note may be provided if the user doesnot comply with the instructive cues. Whether silence or a soundassociated with a missed note is provided may depend, for example, onwhether the user operates incorrect input commands or does not operateany input device. In various embodiments the presentation of audio mayalso include audio from a crowd of the game world, with for example thecrowd being an audience for a musical performance.

FIG. 3 is a flowchart of a process for transmitting program informationfrom a server to game devices in accordance with aspects of theinvention. In some embodiments, the program information comprises videogame content for a music-based video game. In some embodiments, theprogram information additionally comprises advertisements and/or usergame play related information. In some embodiments, the process isperformed by a server, for example a server as discussed with respect toFIG. 1.

In block 311, the process determines if a program start time and/or adownload start time has been reached. In some embodiments, the videogame content is streamed to game devices during a predefined time periodduring which video game play is to occur. In such embodiments, theprogram start time and the download start time may be the same orsubstantially the same. In some embodiments, the video game content isstreamed, or transmitted, to game devices beginning at a time before theprogram start time, in which case the download time may precede theprogram start time.

The video game content, using a music-based video game as an example,may comprise audio of a song, video for presentation with the song, andinstructive cue information indicating desired user operation of a gamecontroller and/or desired vocal input. In some embodiments, the videogame content may additionally include advertisement information and/orother information.

If the program start time and/or download start time has been reached,in block 313 the process transmits the video game content to gamedevices. In many embodiments, the process transmits the video gamecontent to game devices that have requested the video game content. Invarious embodiments, the process may also, during a program time period,transmit video game content to game devices that request the video gamecontent during a program time period. In such cases, the process maytransmit video game content for the entire program to newly requestinggame devices, with the game devices operable to only present for playsongs then scheduled for play at that time. Alternatively, in somecases, the process may instead only transmit video game content forunexpired or unplayed portions of the program.

In block 315, the process receives game play related information fromthe game devices. The game play related information may be, for example,user scores, game play scores, or other indicators of user compliancewith instructive cues of the video game content. In some embodiments,the process receives game play related information at a conclusion of aprogram time period. In some embodiments, the process receives game playrelated information at the conclusion of each song of a plurality ofsongs in a program. In many embodiments, however, the process receivesgame play related information at predefined checkpoints during theprogram. For example, each song of a program may have a plurality ofsuch predefined checkpoints. In some embodiments, the predefinedcheckpoints are indicated to game devices by flags in the video gamecontent.

In block 317, the process transmits processed game play relatedinformation to the game devices. The processed game play relatedinformation may comprise, for example, an indication of how well a useris playing the video game as compared to other users generally, otherusers playing similarly well, or other users identified as being linkedto a particular user.

The process thereafter returns.

FIG. 4 is a flowchart of an embodiment of a process for providing gameplay of a music-based video game in accordance with aspects of theinvention. In some embodiments, the process is performed by the gamedevice of FIG. 1, or a processor of the game device. Programinstructions for the process may be stored on an optical disc or anothercomputer-readable medium. Although the process is described in thecontext of a music-based video game, one of ordinary skill willrecognize that the teachings of the process may be applied to othervideo game genres in which gameplay instructions are delivered and userinputs received in a continuous loop until the gameplay instructions arecompleted.

In block 411, the process begins with the game device receiving audioand video for a song, and instructive cues for the song. The video andinstructive cues can be received by the game device from internalsources such as the video game cartridge, video game disc, othercomputer readable medium, or through outside sources such as from aserver, wired or wirelessly. The instructive cues are generally designedto elicit user response and input. The process then continues to block413.

In block 413, video and instructive cues are displayed through a displaydevice such as a monitor, television, or video projector, generallycoupled to or part of the game device. In some embodiments, the videoand instructive cues provide a user with instructions of actions to beperformed on a controller such as, for example, a guitar controller.Additionally or alternatively, the video and instructive cues provide auser with instructions for a vocal performance to be received, ofexample, through a microphone. In embodiments relating with video andinstructive cues with instructions of actions to be performed on acontroller, gems can, for example, be displayed to indicate a specifickey or a sequence of actions that are to be performed on the guitarcontroller, the actions to be performed when the gems are in aparticular display area. Expected user actions may be based on thecolors, shapes, and positions of the gems. In one embodiment, the gemsinitially appear in an upper portion of a display screen and movegenerally toward a lower portion of the display screen on a music track.A horizontal NOW bar is displayed in the lower portion of the displayscreen with many user actions instructed to be performed when gems reachthe NOW bar. In many embodiments, the music track is rendered partiallytransparent so that the portions of the game scene underlying the musictrack can still be perceived. The partial transparency may beaccomplished by, for example, alpha blending the music track with theunderlying game scene. Accordingly, the music track may include an alphachannel indicating the relative display intensities of the music trackand the game scene. The process then continues to block 415.

In block 415, user inputs are processed. Input from the user can bereceived from the game controller of FIG. 2 or some other input, forexample, a microphone. Inputs from the user are commonly signaledelectrically although the type of physical action taken by the uservaries with the particular type of game. For example, the user canprovide inputs by performing a strumming action on a guitar controller.The process then continues to block 417.

In block 417, the process checks if the game has finished. Finishing canbe based on determining if there are any remaining video and instructivecues, user inputs have been received and processed, and time elapsedsince displaying video and instructive cues. If there are no video andinstructive cues remaining and inputs have been received or a certaintime has elapsed, the process continues to block 419. Otherwise, theprocess returns to block 413.

In block 419, the results are transmitted to a server. The results canbe the score and performance level of the user displayed to the userand/or other information related to game play. Once results have beentransmitted the process returns.

FIG. 5 is a flowchart of an embodiment of a process for providing aprogram including advertisements in accordance with aspects of thedisclosure. In some embodiments, the process is performed by a server,for example, the server of FIG. 1 or a processor of the server. Programinstructions for the process may be stored on an optical disc or anothercomputer-readable medium. Although the process is described in thecontext of a music-based video game, one of ordinary skill willrecognize that the teachings of the process may be applied to othervideo game genres in which gameplay instructions are delivered and userinputs received in a continuous loop until the gameplay instructionsand/or advertisement are completed.

In block 511, the process transmits audio and video for a song, andinstructive cues for the song. During the transmission of block 511, theprocess can be interrupted by an advertisement as will be described inblock 513.

In block 513, in one embodiment, the process transmits an advertisement,for example, to a game device. The advertisement may be a commercialoffering for a product and/or service. For example, the advertisementmay relate to a third-party product and/or service or an in-game productand/or service. Alternatively, the advertisement may be a commercialoffering relating to the video game's program information (e.g.,currently playing or upcoming songs, broadcasts, or other in-gamecontent or in-game items). In some embodiments advertisements aretransmitted upon completion of 2 or 3 songs, for example, so as to betransmitted at times expected to alleviate player fatigue duringgameplay. As songs may often be on the order of three to four minutes,in some embodiments advertisements are transmitted every six to twelveminutes.

In some embodiments, the advertisement may be a promotional messagerelating to a particular player or group of players. For example, aftera player completes a certain song, the process may transmit promotionalmessage relating to the player's achievement (e.g., a congratulatorymessage for completing the song or for beating a previous high score, aleaderboard for the completed song, or a message about the number ofother players participating in the programming). In some embodiments,the process transmits advertisements that are a mix of commercialofferings and promotional messages about one or more players.

In some embodiments, the advertisement to a particular player may bebased on information relating to the player. Information relating to theplayer may comprise, for example, information about the player's gameplay (e.g., experience level, most/least played game modes, playingtimes, achievements, etc.), information about the player's preferences(e.g., favorite songs, artists, programming, etc.), information aboutthe player's demographics or geographic location, information about theplayer's social network and/or rivals, and/or any other informationabout the player. For example, an advertisement may feature the player'sfavorite musical group and/or programming relating to preferred musicalgenres.

The process may transmit the advertisement to all players or a subset ofplayers. In some embodiments, for example, promotional messages about aparticular player may be sent to other players within the particularplayer's social network or rivals of the particular player. Theadvertisement can be any length of time and can include a complete song,a portion of a song, or no music. The advertisement may be presented atany time relative to the presentation of the song (i.e., before, during,or after). In some embodiments, the advertisements are presented atregular predefined intervals to avoid player fatigue relating to gameplay. The advertisement can be streamed to the game device such that theadvertisement may commence presentation on the game device while thegame device is still receiving portions of the advertisement.Alternatively, the advertisement may be transmitted to and stored on thegame device before playback. If there is no advertisement to betransmitted, then the process returns to block 511, and game playresumes. If there is an advertisement to be transmitted, the processchecks if there are instructive cues associated with the advertisement.If there are no instructive cues associated with the advertisement, theprocess continues to block 517. If there are instructive cues associatedwith the advertisements, the process continues to block 519.

In block 517, the process transmits the advertisement to the game deviceand/or the user. The advertisement, which may comprise audio and/orvideo, can be presented through the game device's audio/video outputs.When the advertisement's presentation has finished, the processcontinues to block 521. In some embodiments, the advertisement'spresentation can be terminated prior to the completion of theadvertisement. For example, the user may provide input terminatingpresentation of the advertisement. In some embodiments, the user maypurchase or earn the ability to terminate presentation of theadvertisement. In some embodiments, the user may purchase or earn theability to consume video game content free of advertisements.

In block 519, the process transmits the advertisement with video, audio,and instructive cues. The transmitted information allows, in someembodiments, the advertisement to be playable as a game. Game play ofthe advertisement can be similar to game play of a song, for example asdiscussed with respect to FIG. 4. In some embodiments, the processreceives from the user input that determines whether the advertisementis presented as a playable advertisement. For example, the process mayprovide an indication (e.g., a textual, visual, audio, or otherindication) that the advertisement is playable as a game. The processmay then receive user input requesting to play the advertisement as agame (e.g., presentation of the instructive cues and scoring of theuser's compliance with the instructive cues as described in FIG. 4). Theprocess then continues to block 521.

In block 521, the process checks if the program has finished. Finishingcan be based, for example, on the elapsed time since the programstarted, on the completion of transmission of information relating toone or more songs and advertisements, or other events. If the programhas finished, the process returns; otherwise, the process returns toblock 511.

FIG. 6 is a flow diagram of a process for modifying user successrequirements during video game play in accordance with aspects of theinvention. In some embodiments, the process is performed by a gamedevice, for example a game device as discussed with respect to FIG. 1,or a processor of a game device.

In block 611, the process sets a performance criteria for a user. In thecontext of a music-based video game in which a user is to performactions in compliance with instructive cues, for example, the criteriamay be that the user must successfully comply with a particularfraction, or percent, of the instructive cues presented to the userduring play of the song. Alternatively or additionally, the criteria maybe related to the user's score, the number of consecutive instructivecues successfully performed by the user, the degree or duration of abonus earned by the user, or any other criteria relating to theperformance of the user. In the context of a music-based video game,play of the music-based video game may be termed play of the song. Insome embodiments, the criteria may be set based on predefined values.For example, at a beginning of a song the criteria may be set to a firstvalue, and later in the song the criteria may be set to a second value,with the second value greater than the first value. Similarly, over thecourse of a program comprising a plurality of songs, the criteria may beset to ever increasing values. Alternatively, the criteria may be setbased on the past performance of users who have played the song, or theperformance of users currently playing the song. In some embodiments,the criteria may be set based on values provided to a game device by aserver, with the server in some embodiments receiving information as tothe success, or lack thereof, of a plurality of users who have played orare playing the song. For example, in some embodiments, game devicesproviding for user play of the song may periodically or aperiodicallyreport performance of the user to the server, and the server maydynamically command the game device to vary the performance criteria.The server may vary the performance criteria as discussed above, orbased on other factors.

In block 613, the process determines if a checkpoint has been reached ingame play. In some embodiments, the process determines that a checkpointhas been reached on a periodic basis, for example every 30 secondsduring game play. In some embodiments, the process determines that acheckpoint has been reached if game play has occurred for predefinedperiods of time. For example, a checkpoints may be defined to occur at30 seconds into game play, 45 seconds into game play, 90 seconds intogame play, and 3 minutes into game play. In some embodiments, theprocess determines that a checkpoint has been reached based oncheckpoint information provided by a server to a game device. In someembodiments, the checkpoint information may be provided along with videogame content, with the checkpoint information indicating times duringgame play at which a checkpoint occurs. For example, the checkpointinformation may indicate predefined times at which checkpoints occur,and the predefined time may in some embodiments correspond topercentages of time, or percentages of instructive cues or percentagesof particular instructive cues, of or associated with a song. In manyembodiments the checkpoint information is common to a particular song,such that checkpoint occurrence is the same for all users playing theparticular song. In some embodiments, the checkpoint information iscommon to a particular song for a particular program, or series ofsongs. For example, in some embodiments, the particular song may have afirst set of checkpoints defined when the song is played outside theframework of a program, or for a first set of programs, but have asecond set of different checkpoints defined when the song is played inthe framework of a particular program, or a second different set ofprograms. In some embodiments, checkpoints may relate to the song'smusical structure or form. For example, checkpoints may be set at thebeginning or end of one or more of the song's introduction, verses,choruses, bridges, conclusion, etc.

If the process determines that a checkpoint has been reached in gameplay, the process continues to block 615. In block 615, the processdetermines if a user playing the game has met the performance criteriaset in block 611. In most embodiments, the user playing the game is theuser playing the game on a specific game device, which in manyembodiments is the game device performing the process. In manyembodiments, the process also provides information as to whether theuser has met, or not met, the performance criteria to a server. In someembodiments, the process determines if the performance criteria has beenmet by a plurality of users playing the game on different game devices,for example if a server is performing the process or parts of theprocess, in which case the server may be provided information, forexample, as to extent of compliance of the various users with theinstructive cues.

In some embodiments, when a checkpoint has been reached in game play,the process transmits to a user information relating to other users. Forexample, the process may transmit to a user information relating one ormore other users' performance(s) of the criteria (e.g., whether one ormore other users have met the performance criteria, the degree to whichone or more other users have met the performance criteria,identification information relating to the one or more other users,etc.). In some embodiments, the process may display the receivedinformation relating to other users. For example, when a user reaches acheckpoint, the process may display to the user information relating toone or more other users' performance of the criteria. In someembodiments, the process may determine one or more users out of a groupof users participating in a game play of a song or program that has thehighest performance of the criteria at a given checkpoint and award theone or more users with the highest performance a secondary score. Theuser(s) with the highest secondary score at the end of game play (e.g.,end of a song and/or program) may be awarded a secondary bonus or beconsidered the winner of the song and/or program.

If the performance criteria has been met, the process returns to block611 and sets a new performance criteria. If the performance criteria hasnot been met, the process in block 617 modifies a feature related togame play. For example, in some embodiments, of game play, a user mayhave a predefined number of “lives,” which may be required to be greaterthan zero for the user to continue participating in game play. In suchembodiments the process may reduce the number of “lives” available, forexample by decrementing the lives by one. In other embodiments, theprocess may take some other action that has a negative effect on theuser or the user's ability to successfully continue game play, forexample reducing credits available to the user or making predefined gamefeatures, for example a bonus mode, unavailable to the user. In someother embodiments, the process may take some other action that has apositive effect on the user or the user's ability to successfullycontinue game play, for example decreasing difficulty of game play ofthe song being played by the user.

In block 619, the process determines if the user may continue with gameplay. For example if the process has reduced the number of livesavailable to the user in bock 617, the process may determine if the userhas any remaining lives. If the user does have remaining lives, theprocess returns to block 611 and sets a new performance criteria. Ifnot, the process continues to block 621 and ceases displayinginstructive cues to the user, and in most embodiments ceases determiningif the user has complied with instructive cues associated with the songbeing played. In many embodiments, however, the process continuespresenting, or commanding presentation of audio and video associatedwith the song, for example so that the user may continue to enjoypresentation of the song.

The process thereafter returns.

FIG. 7 is a flow diagram of a process for determining a user successindicator parameter during video game play in accordance with aspects ofthe invention. In some embodiments, the process is performed by a gamedevice, for example a game device as discussed with respect to FIG. 1,or a processor of a game device.

In block 711, the process begins providing for video game play. In someembodiments, video game play is play of a music-based video game. Insome embodiments, instructive cues are presented to a user, who is tooperate a game controller so as to comply with the instructive cues. Insome embodiments, the instructive cues are associated with a song, withaudio of the song and video associated with the song also presented tothe user, such that the user may be considered to be playing the songduring game play. In some embodiments, video game play is as discussed,for example, with respect to the process of FIG. 4. Generally, theprocess provides for game play generally continuously during operationof the process of FIG. 7.

In block 713, the process determines if the user has failed to complywith an instructive cue. In many embodiments the instructive cues mayrepresent musical notes to be effectively played by the user, by way ofoperation of the game controller, and failure to comply with theinstructive cue may be considered as equivalent to the user missing anote during play of the song.

If the user did not miss the note, in block 715 the process increments acurrent streak count and the process continues with game play andreturns to block 713. The streak count in many embodiments may beconsidered an indication of a number of times the user has consecutivelysuccessfully complied with the instructive cues. In some embodiments,the user can purchase an option or right to increase a streak count by apredefined number, or in some embodiments to have the streak countincremented by a value greater than would otherwise be indicated bysuccessful play of a note.

In some embodiments, streak counts are unique to a particular instanceof particular play of a particular song, such that during a single playof the song a maximum streak count is determined. In other instancesstreak counts are unique to play of a particular song, regardless of anumber of times a user plays the particular song. In some embodiments,streak counts are unique to a particular program, or play of apredefined series of songs.

In some embodiments, the user may “bank” a current streak count byproviding input to the process (e.g., a button press, mouse click,motion-based gesture, or any other input). When the process receives anindication that the user is banking the current streak count, theprocess adds the current streak count to an accumulated streak count andrestarts the current streak count to zero. In some embodiments, the usermay only bank a predefined number of streak counts to the accumulatedstreak count in a given time period (e.g., the user may bank the currentstreak count 2, 3, or 5 times during a given song, sequence of songs,and/or time frame).

If the user did miss the note, in block 717 the process determines ifthe streak count is greater than a previously saved streak count. If so,the process saves the streak count as a saved streak count in block 719,resets the current streak count in block 721, and the process continueswith game play and returns to block 713.

FIG. 8 is a flowchart of an embodiment of a process for providingrankings of users with respect to play of a video game. In someembodiments, the process is performed by a server, for example, theserver of FIG. 1 or a processor of the server.

In various embodiments, the process determines a set of users to rank,one or more criteria by which the set of users is to be ranked, ranksthe users, and transmits an indication of the ranking to a game deviceor game devices associated with one, some, or all of the ranked users.In some embodiments, the set of users includes all users who have playeda particular video game, or portion of a particular video game. In someembodiments, the set of users includes only users who are indicated tohave an association with a particular user, for example users who areindicated as friends (or rivals) of the particular user. In someembodiments, for example embodiments in which hundreds or thousands ofusers may play a video game, the set of users includes only users thatare estimated to have similar game play skill to the particular user,for example as indicated by past video game scores or other video gameachievements. In some embodiments, ranking occurs during play of a videogame, and/or in some embodiments, ranking occurs after play of the videogame. In some embodiments, the video game is a music-based video game.

In the example embodiment of the process indicated by the flowchart ofFIG. 8, in block 811 the process selects friends of a particular user asusers to be included in a ranking. In some embodiments, the processdetermines friends of the particular user by receiving a list of friendsfrom the user. In some embodiments, the video game comprises a socialnetworking component that allows the user to establish friendrelationships with other users of the video game. In some embodiments,the process determines friends of the particular user by receiving anindication of friends of the user from another software application, forexample an independent social networking application available over theInternet. In some embodiments, the process further filters the friendsof the particular user to those users who have played a particular songof the music-based video game, or who have indicated that they will playthe particular song substantially simultaneously with the particularuser (for example as part of a timed program as discussed herein).

In block 813, the process additionally selects other users for ranking.In some embodiments, the process selects other users that havepreviously been ranked against the particular user. In some embodiments,the process selects other users expected to be of similar skill to theparticular user.

In some embodiments, the process may prioritize various groups of usersin selecting one or more users to rank against a particular user. Forexample, in some embodiments, the process may first determine whetherthe user's friends are currently playing the same video game or portionthereof (in the example of a music-based videogame, for example, thesame song and/or program). If so, the process selects one or more ofthese friends for ranking. If none of the user's friends are currentlyplaying the video game, the process may then select (non-friend) userswho are currently playing the same video game or portion thereof forranking. In some embodiments, the process prioritizes those (non-friend)users who are expected to be of similar skill to the particular user(e.g., the (non-friend) users' past scores are within a certainthreshold range of the particular user's past scores). If no friend ornon-friend users are currently playing the same video game or portionthereof, then the process proceeds to rank the user against one or morepast performances of friend or non-friend users who have played the samevideo game or portion thereof (i.e., asynchronous competition). In someembodiments, the process prioritizes past performances of friends overnon-friend users.

In block 815, the process determines if rankings should be updated. Forexample, and as illustrated in FIG. 8, the process may determine thatrankings should be updated if the process has received an indicationthat a checkpoint in a song has been reached, for example as discussedwith respect to the process of FIG. 6.

In block 817, the process updates rankings. In some embodiments, theprocess ranks each user in the set of users to rank in a sequentiallist. For example, the users may be ranked in sequential order in termsof video game scores associated with the users at the time of updatingof the rankings. Other metrics, for example highest streak counts, mayinstead or in addition be used for the rankings. In some embodiments,the process also formats information for display of the rankings. Forexample, the rankings may list users in sequential order, with the listarranged in some embodiments, in totem pole fashion. In someembodiments, the users other than the particular user may be in a firstlist arranged in sequential order, with the particular user placed inappropriate position to the side of the list, to highlight position ofthe particular user.

In block 819, the process transmits the ranking information to variousgame devices. The game devices may thereafter display the rankings tousers.

In the example embodiment of FIG. 8, the process determines rankingsduring play of a song (and at the end, if a checkpoint is so defined).Accordingly, in block 821 the process determines if play of the song iscomplete. If not, the process goes to block 815 to await a furthercheckpoint. Otherwise the process returns.

FIG. 9 is a flowchart of an embodiment of a process for providing userlocation related information with respect to play of a video game. Insome embodiments, the process is performed by a server, for example, theserver of FIG. 1 or a processor of the server.

In block 911, the process receives information related to user videogame play of a video game and user location. The information includesinformation indicating user location, or from which an estimate of userlocation may be derived. For example, in some embodiments, theinformation includes an indication of identity of users, with theprocess already having location information for the users. Also forexample, in some embodiments, the information includes IP addressesand/or similar information regarding users, from which an estimate ofuser location may be derived. In some embodiments, and as indicated inFIG. 9, the information includes video game play score information. Thescore information may be, for example, scores users have achieved inplay of a particular video game or portion of a video game. For example,for a music-based video game the information may be scores of users whohave played a particular song of the music-based video game. In variousembodiments, the information may instead include other video game playrelated information, for example streak count information or otherinformation. In some embodiments, the information may relate to aparticular song, or a particular series of songs.

In block 913, the process correlates the video game play relatedinformation and user locations.

In block 915, the process generates map information with video game playrelated information, for example score information. FIG. 10 illustratesa sample display of map information with score information. In the mapof FIG. 10, which may be considered a heat map, a geographic regionincluding the United States is shown, with varying colors, or shades ofcolors, indicative of locations of higher and lower scores of users whohave played a particular song of a music-based video game.

In block 917, the process transmits the map information with video gameplay related information to game devices, for example for display tousers.

The process thereafter returns.

FIG. 11 is a flowchart of an embodiment of a process for postingmessages and information relating to users participating in video gameplay. In some embodiments, the process is performed by a game device,for example, the game device of FIG. 1 or a processor of the gamedevice.

In block 1111, the process generates sample posts for transmission, by aparticular user using the game device, to other users or otherindividuals, for example by transmission to a social networkingapplication. In block 1111, in some embodiments, the process alsogathers posts generated by other users or individuals, for example usersand individuals who have been previously identified as a friend of theparticular user or who have otherwise indicated that the particular usermay receive their posts.

In block 1113, the process determines if a lull in a song of amusic-based video game being played by the particular user has occurred.A lull may occur, for example, if there is predefined duration of timewithin play of the song during which the user need not comply withinstructive cues. The predefined duration of time may be in variousembodiments, for example, 3 seconds, or 5 seconds, or some otherduration of time.

If there is a lull in the song, in block 1115 the process displays, orcommands display of, posts from friends of the user. The posts may, forexample, be posts gathered in block 1111 of the process. In someembodiments, the process removes display of the posts upon conclusion ofthe lull in the song. In some embodiments, the process continues todisplay the posts throughout play of the song, unless, in someembodiments, the posts are later superseded by other posts.

In block 1117, the process determines if a song end event has occurred.A song end event may be that play of a particular song has beencompleted, for example due to the user successfully completing the song,due to the user failing to complete the song, or that play of the songhas otherwise concluded.

If a song end event has occurred, in block 1119 the process displayssample posts for transmission by the user. In some embodiments, thesample posts are displayed based on a response to a question posed tothe user upon the song end event. In some embodiments, the sample postsare editable by the user prior to transmission. Generally, the processalso displays a selectable option allowing the user to transmit thesample posts, with our without edits, and the process transmits theposts upon selection of the option. The process thereafter returns.

Although the invention has been discussed with respect to variousembodiments, it should be recognized that the invention comprises thenovel and non-obvious claims supported by this disclosure.

What is claimed is:
 1. A method for providing for video game play,comprising: determining a time period for play of video game content;receiving requests from a plurality of game devices for the video gamecontent, for play during the time period; and transmitting the videogame content to the plurality of game devices, for play during the timeperiod.
 2. The method of claim 1, wherein the video game content istransmitted prior to the time period.
 3. The method of claim 1, whereinthe video game content is transmitted during the time period.
 4. Themethod of claim 1, wherein the video game is a music-based video gameand the video game content comprises video of at least one musicalperformance and instructive cue information.
 5. The method of claim 4,further comprising: determining if an advertisement has associatedinstructive cue information; transmitting the advertisement to the gamedevices and, if the advertisement has associated instructive cueinformation, transmitting the associated instructive cue information. 6.The method of claim 5, wherein the advertisement comprises a promotionalmessage related to a particular player.
 7. The method of claim 5,wherein the advertisements are transmitted at times expected toalleviate player fatigue.
 8. The method of claim 1, further comprisingreceiving performance information indicating performance of users usingthe game devices.
 9. The method of claim 8, wherein the performanceindication indicates performance of users using the game devices atpredefined checkpoints.
 10. The method of claim 8, further comprisinggenerating a ranking of the users based on the performance information.11. The method of claim 1, further comprising generating a map oflocations of the game devices.
 12. The method of claim 1, furthercomprising: determining a further time period for play of further videogame content; receiving requests from a further plurality of gamedevices for the video game content, for play during the further timeperiod; and transmitting the further video game content to the furtherplurality of game devices, for play during the further time period. 13.The method of claim 12, wherein the time period and the further timeperiod are the same time period.
 14. The method of claim 12, wherein thetime period and the further time period are different time periods. 15.The method of claim 14, wherein the time period and the further timeperiod are successive time periods.
 16. The method of claim 1, furthercomprising transmitting further video game content to a particular gamedevice only if a user of the particular game device has provided paymentfor the further video game content.